54c1b3dd43
This is a massive breaking change for all existing users of CanvasKit. It will be (one of the only) changes in 0.19.0 to make the transition easier. Suggested reviewing order: - index.d.ts (to see type changes). Notice SkPicture still has Sk prefix, but no other types do (this felt "right" since Sk is part of the name of the type, but I can be swayed on this). - canvaskit-wasm-tests.ts - tests/*.spec.js - interface.js and helper.js - html examples - markdown files Change-Id: I3b3d3815df2078f986893df3c70101d6248c117d Docs-Preview: https://skia.org/?cl=322617 Bug: skia:10717 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/322617 Commit-Queue: Kevin Lubick <kjlubick@google.com> Reviewed-by: Nathaniel Nifong <nifong@google.com>
69 lines
1.8 KiB
JavaScript
69 lines
1.8 KiB
JavaScript
function CanvasPattern(image, repetition) {
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this._shader = null;
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// image should be an Image returned from HTMLCanvas.decodeImage()
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this._image = image;
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this._transform = CanvasKit.Matrix.identity();
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if (repetition === '') {
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repetition = 'repeat';
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}
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switch(repetition) {
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case 'repeat-x':
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this._tileX = CanvasKit.TileMode.Repeat;
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// Skia's 'clamp' mode repeats the last row/column
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// which looks very very strange.
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// Decal mode does just transparent copying, which
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// is exactly what the spec wants.
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this._tileY = CanvasKit.TileMode.Decal;
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break;
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case 'repeat-y':
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this._tileX = CanvasKit.TileMode.Decal;
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this._tileY = CanvasKit.TileMode.Repeat;
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break;
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case 'repeat':
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this._tileX = CanvasKit.TileMode.Repeat;
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this._tileY = CanvasKit.TileMode.Repeat;
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break;
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case 'no-repeat':
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this._tileX = CanvasKit.TileMode.Decal;
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this._tileY = CanvasKit.TileMode.Decal;
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break;
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default:
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throw 'invalid repetition mode ' + repetition;
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}
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// Takes a DOMMatrix like object. e.g. the identity would be:
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// {a:1, b: 0, c: 0, d: 1, e: 0, f: 0}
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// @param {DOMMatrix} m
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this.setTransform = function(m) {
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var t = [m.a, m.c, m.e,
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m.b, m.d, m.f,
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0, 0, 1];
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if (allAreFinite(t)) {
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this._transform = t;
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}
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}
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this._copy = function() {
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var cp = new CanvasPattern()
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cp._tileX = this._tileX;
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cp._tileY = this._tileY;
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return cp;
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}
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this._dispose = function() {
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if (this._shader) {
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this._shader.delete();
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this._shader = null;
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}
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}
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this._getShader = function(currentTransform) {
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// Ignore currentTransform since it will be applied later
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this._dispose();
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this._shader = this._image.makeShader(this._tileX, this._tileY, this._transform);
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return this._shader;
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}
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}
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